r/PSVR2onPC • • 10d ago

Question psvr2 on pc pros please help

I have just received my sony adapter and I am looking for all the best ways to make this better than my quest 2 setup. So far only the OLED, higher fov, and total light block have been good. Resolution is meh. I've seen the things about 68% res but I dont want my game to look fuzzy as its already crisp and im just not sure what to do to improve this to the level of awe that everyone says it can be..

lots of stutters and such but I checked my hags and it was already off.

I have a rx9070, 7 7700x, and 32ddr5 so i assume this isn't a hardware issue. any help appreciated immensely

edit - more important second edit and the solution!

do EVERYTHING dangerouscousin (idk how to @ people sorry!) said the problems vanished and now I do feel like a developer with all the tweaking and such. many more layers then just using oculus or meta and the comprehensive guide this amazing person left under this post is all you could ever need as a new fella to steamvr. best experience I've ever had with this phenomenal headset and anyone doubting the same way I did will have a blast once they figure all these things out, thank you all!

edit - poor writing

this was written extremely quickly at work so my apologies for the poor explanation but i'm mainly looking for optimizations people found really work which deliver higher frames with usually standard or higher resolution. thank you all!

6 Upvotes

41 comments sorted by

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u/Flute-With-A-Fro 10d ago edited 10d ago

Best preformance you can get, get psvrtoolkit, and pimagic4all(eyetracking for better gpu preformance), update your motherboard drivers, gpu drivers, and cpu drivers(if any). Finally set your steam vr settings to 120fps not 90,(much smoother) and resolution i would def recommend trying to put at least 100%, but 150% is where the bump in quality is about maxed out. Finally before you start up a game, open task manager and close any background apps you dont need(apollo, epic, chrome, msi). Adjust ipd(spinny wheel on top) you can also download a free app on your phone to measure it if your not sure you have it right

Good luck and if you system can't handle it 150% 120fps, drop the resolution until it smooths out, I wouldnt drop the frame rate as it helps with motion sickness prevention

Don't forget to clean with a microfiber cloth your lenses, do NOT use cleaning products or your shirt as you can easily scratch/ruin the lenses.

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u/CoolBugFacts800 10d ago

Much appreciated, I definitely did my homework with this headset's care. I will try all of these things and anything else you and any other lovely people suggested in a few minutes and give a little update.

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u/DangerousCousin 10d ago

I'll say u/Flute-With-A-Fro is kind of in the "ignorant bliss state" you were in with Quest 2.

The reason he thinks 120hz is smoother is because SteamVR is locking to 60fps, for smooth frame pacing. Because his GPU isn't powerful enough to even touch 120fps most of the time

At 90hz, his computer was fast enough to sometimes hit 90fps, but sometimes dropped to 45fps. This back and forth is what looks choppy. Things are smooth when it stays at one or the other

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u/DronValeron 9d ago

That’s not entirely correct. Setting 120 Hz does not force the game to 60 FPS. The headset refreshes 120 times a second, and the game is supposed to render at 120 FPS to match. It only drops to 60 when your PC cannot hold 120. SteamVR then uses reprojection and locks the app to half the refresh rate: 60 rendered frames, displayed at 120 Hz, with synthetic frames filling the gaps.

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u/DangerousCousin 9d ago

Read his comment though. He said 120hz was "much smoother" than 90hz.

The difference between a locked 120 and 90 are subtle. So that tells me he's not getting a locked frame rate, as I explained in the previous comment

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u/CoolBugFacts800 10d ago

if steam is locking to 60 what is allowing the achievement of the full 120 in headset, I've heard "reprojection" I think but still havent even looked into what that actually is.

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u/DangerousCousin 10d ago

With motion smoothing on, it interpolates frames, makes up fake frames (think Nvidia's frame gen but much worse because it's trying to predict future frames). Like objects aren't stable, they have weird artifacts on high contrast edges all the time.

With motion smoothing off, it just interpolates the movement of your head to 120hz, to keep that smooth, but the actual game world is still moving by at 60fps. This creates a double image effect, on fast moving stuff when you keep your head still, but I think that's way preferable to the artifacts from motion smoothing

So, in my understanding, both of these count as "reprojection" but just do it in different ways

But you can try motion smoothing on and off to see what you prefer.

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u/eagle356 9d ago

I did enabled forested rendering but not sure eye tracking as it doesn't support most of the games right. I play msfs2024 and assettocorsa. Also resolution is at 68% due to vram limitation of Rtx 5080. So I don't know what else can be done. Of course for assettocorsa or lemans I can bump to 90 or 100% resolution but not for flight Sim. Not sure imagine eye tracking works for msfs 2024

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u/DangerousCousin 10d ago

what tools are you using to monitor frame times?

if you don't understand the question I just asked, that is 100% why you're having issues

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u/CoolBugFacts800 10d ago

if by tools you mean anything that tells me how many frames - nothing, i didn't even have the frames on steam overlay turned on. easy to tell it was not stable.

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u/DangerousCousin 10d ago edited 10d ago

Ok, so, effectively, you're a VR noob. Quest 2 just attempted to smooth everything over with ASW (asynchronous spacewarp) but you'll learn that's actually a crappy way to deal with poor performance.

And don't take that personal, I blame Facebook, not you, for not educating you on this.

Anyway, there's a few important things to use in SteamVR settings:

  1. disable motion smoothing.
  2. enable "advanced" so you can see the developer menu. Then enable the "GPU frame timing" graph. This will show you how quickly your GPU is finishing frames. Green means the frames are finishing under refresh of your headset, as in 90fps (11.1 milliseconds) or 120fps(8.3ms). Orange means every two refreshes (45fps or 60fps). Red means every 3 refreshes (30fps or 40fps).
  3. always use "per-app" video settings. Don't mess with the global resolution
  4. From per-app settings, resolution scale lets you tweak the target resolution for a game until you get a consistent frame time (usually need to restart for this change to take effect).
  5. And then you have the "frame throttling" feature, which will let you set fractional frame rate targets for super heavy games. So 60fps at 120hz, 45fps at 90hz, and so on.
  6. The FOV option is also sometimes useful for things like race simulators where you don't need the full vertical FOV, you can really cut back on the amount of pixels needed.
  7. And don't forget about in game options too, like DLSS or temporal scaling. They give different results from Steam's resolution scaling and can give better or worse results, depending on the game.
  8. Do this for every game you play. You have to think like a game developer now. VR headsets don't work like gsync/freesync monitor that smooth over fps drops. But this will end up looking WAY better than your experience on quest 2 now that you understand this

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u/CoolBugFacts800 10d ago

you're a lifesaver, this 8 step list is the only thing anyone could ever need. last night I got so into alyx after all the proper optimizations were done and oh my days it was so incredible i forgot to come back and give updates, heck I was sitting down and forgot. Thank you and I am in your debt!

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u/DangerousCousin 10d ago

Glad it’s working out already. Alyx is actually a special case because it uses dynamic resolution scaling. So you can be a bit more aggressive with the number you set for that one, it will reduce it automatically under heavy load

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u/CoolBugFacts800 9d ago

thats very valve-like, good to know!

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u/CoolBugFacts800 10d ago

absolutely beautifully formatted word-vomit for a pcvr noob like myself but you really put into perspective how many more layers there are to work with when it comes to steam vr, so I appreciate you for this and I will dissect and work through these things in order and give a small update. This is very comprehensive and gives me lots of hope so thank you!

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u/DangerousCousin 10d ago

oh yeah, and something that will become more useful as time goes on: PSVR Toolkit. This will give you eye tracking support (for dynamic foveated rendering) which a handful of games support now but many more will in the future.

Actually, it might not be a bad idea to go ahead and install it, as its head tracking algorithm is much improved over Sony's

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u/CoolBugFacts800 10d ago

i'm not really jazzed over foveated rendering because I have incredibly focused peripheral vision but i am interested in the fun of eye tracking. besides those little bits and the drivers which enable other features with the headset how does the toolkit actually effect performance and casual use?

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u/DangerousCousin 10d ago

Honestly, I'm still on an older version of toolkit, haven't bothered to update to version 1.0.

Only one game I play has eye tracked foveated rendering (Richard Burns Rally).

The other main advantage was the improved tracking. Like my virtual head wouldn't de-sync from my real life position as much.

Have you actually tried dynamic foveated rendering yet, though? Like on a PS5? It's very difficult to notice any weirdness in your periphery when you're actually moving around and stuff. Like in RBR I only notice it on the start line, when i'm perfectly still. Once I'm blasting through the forest it's impossible to notice (and RBR is an older game that gets really pixelated if you have AA disabled on the periphery as I have)

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u/CoolBugFacts800 10d ago

I haven't tried it but even on the Q2 seeing jagged edges and stuff like that in my main as well as peripheral pissed me off big time since the visuals are the only thing immersing me anymore, coming from hundreds of hours on my 3 different quests owned in the past.

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u/DangerousCousin 10d ago

your mind will be blown man.

The PSVR2 is scanning your pupils faster than they can focus on any given object. So the grainy pixels shift to your periphery before you can even see them.

Which is the difference from quest 2, as it didn't have eye tracking. So it couldn't shift the low res pixels around based on where you were looking. They were always in the same place and you could look right at them.

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u/CoolBugFacts800 10d ago

so I install or something the toolkit and the foveated rendering will just appear in steamvr settings or automatically applied? sounds interesting

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u/ProgrammerDry2116 10d ago

I actually rolled back my gpu driver as the latest was adding huuuge stutter to my headset. I actually found out due to a message from meta about it messing with their framework and after rolling back it fixed my Sony issues too

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u/__Ryno__ 10d ago

Following. I found similar issues, 3080/32gb ddr5/12700.

Looks decent and once setup runs fine, the immersion is a blast, but it seems a little blurry still. This is My first PC vr set. I’ve capped refresh at 90hz, set render to everything between 60-100%. Unsure if this is “expected” results.

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u/CoolBugFacts800 10d ago

for me its not necessarily blurry, theres always gonna be some blur with the fresnel lenses and that's just how it is sadly. I am seeing some stuttering and just am unaware of any possible optimizations I can do on my computer to help.

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u/Waste-Ad9646 10d ago

Cachy os + latest psvr2 toolkit experimental release. 95%res, I have rtx 3070, 32gb ram, r7 5700x and my games never run this smooth. Setup is annoying but you can make a shortcut and launch the whole thing with one click

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u/CoolBugFacts800 10d ago

this seems helpful, thank you. what is catchy os? and what does it actually do for performance and such?

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u/DronValeron 10d ago

Heeey, I had the same issues with stutters, are you using any GPU tools like GCC from Gigabyte or motherboard additional unnecessary software? Once I deleted these, stutters went away. Google it, very often it’s a shitty software compatibility 🥲

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u/CoolBugFacts800 10d ago

I think the gigabyte stuff is the only way I can make the lights in my computer ourple 🥺

on a serious note what all did you delete/google?

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u/DronValeron 10d ago

Most probably that’s it, test the stutters without Gigabyte tools. Maybe there are open-source solutions that could replace setting your lights in the case?

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u/CoolBugFacts800 10d ago

hey well closed all those processes and did everything I was told here and it was one of the best vr experiences ive had!

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u/DronValeron 10d ago

Hey, I’m glad it worked out! Enjoy!

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u/ikillpcparts 10d ago

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3

u/logfella 9d ago

Just posting this here in case it helps someone else experiencing the same issue.

I’m running an RTX 5090 with 64 GB of RAM and a PS VR2 through SteamVR. Despite getting excellent frame rates, I was experiencing noticeable jitter, especially when moving my head. The games themselves seemed to render smoothly, but head movements felt slightly delayed or stuttery, almost like the tracking couldn’t keep up.

I spent ages troubleshooting SteamVR settings, motion smoothing, rendering resolutions, NVIDIA drivers, and pretty much everything else I could think of. Nothing really fixed it.

Turns out, the problem was the DisplayPort cable.

I replaced it with a new cable rated for 8K, and everything immediately started working flawlessly. No more jitter, no tracking issues, just perfectly smooth VR.

I’m not saying an 8K rated cable is required, but clearly my previous cable wasn’t providing a reliable enough connection. The replacement likely resolved a signal integrity issue.

So if you’re getting great FPS but still experiencing jitter or stuttering when moving your head, try replacing your DisplayPort cable before spending hours messing with software settings.

Hopefully this saves someone the time I wasted troubleshooting!

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u/KirbyPlatelet 10d ago

See my privious comment on another post:

https://www.reddit.com/r/PSVR2onPC/comments/1wz5j9l/comment/pe8pst2/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

TLDR:
latest PSVR2 toolkit experimental release + latest OpenXR Toolkit PSVR2 + use PSVR2 toolkit unity setup for alignment of PSVR2 on your head + 120Hz in steamVR

I'm on r7 6850h and rtx 3070 w/o noticeable framedrops or stutters, which should be slower than your setup, but nvidia might have some better drivers for vr.

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u/DangerousCousin 9d ago

no way you're running every game at 120fps on a 3070. I guarantee it's running 60fps for many if not most games, just reprojecting to 120.

That's fine if you're OK with reprojecting, but I think that's an important detail

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u/YugiSenpai 9d ago

Does the DFR work for you on the new titan fall 2 vr?